Académique Documents
Professionnel Documents
Culture Documents
The Ladder (p. 9) Skill Roll (p. 130) Aspect Types (p. 57) Challenges (p. 147)
+8 Legendary Roll four Fate dice and add to skill rating. Compare to • Game aspects: permanent, made • Each obstacle or goal that requires a
opposition. For each step on the ladder greater than your during game creation different skill gets an overcome roll.
+7 Epic opposition, you earn a shift. • Character aspects: permanent, made • Interpret failure, costs, and success of
+6 Fantastic during character creation each roll together to determine final
Opposition Types (p. 131) outcome.
+5 Superb • Situation aspects: last for a scene,
• Active: another character rolls against you until overcome, or until irrelevant
+4 Great
• Passive: a static rating on the ladder • Boosts: last until invoked one time Contests (p. 150)
+3 Good • Contesting characters roll appropriate
Four Outcomes (p. 132) • Consequences: last until recovered skills.
+2 Fair
+1 Average • Fail: fail your action or succeed at major cost • If you got the highest result, you score
Invoking Aspects (p. 68) a victory.
+0 Mediocre • Tie (0 shifts): succeed at minor cost Spend a fate point or free invoke. Choose one: • If you succeed with style and no one
• Succeed (1–2 shifts): succeed with no cost • +2 to your skill roll else does, then you get two victories.
–1 Poor
• Succeed with style (3+ shifts): succeed with addi- • Reroll all your dice • If there’s a tie for the highest result, no
–2 Terrible
tional benefit • Teamwork: +2 to another character’s one gets a victory, and an unexpected
roll versus relevant passive opposition twist occurs.
Game Time (p. 194)
Four Actions (p. 134)
• Exchange: time for every- • Obstacle: +2 to the passive opposition • The first participant to achieve three
Overcome: get past an obstacle victories wins the contest.
one to get a turn o Free invokes stack with a paid one and each
• Scene: time to resolve a Create an Advantage: invoke an aspect for free other. Conflicts (p. 154)
situation c • Set the scene, describing the environ-
• Session: a single sitting Attack: harm another character
Compelling Aspects (p. 71) ment the conflict takes place in, cre-
• Scenario: an episode
a Accept a complication for a fate point. ating situation aspects and zones, and
Defend: prevent attacks or advantages on you • Event-based: You have ____ aspect establishing who’s participating and
• Arc: a season d and are in ____ situation, so it makes what side they’re on.
• Campaign: the entire game sense that, unfortunately, ____ would
• Determine the turn order.
in a particular setting happen to you. Damn your luck.
Mitigating damage (p. 160) • Start the first exchange:
Fill in one stress box greater than or equal to the value of an • Decision-based: You have ____ aspect
in ____ situation, so it makes sense ˏ On your turn, take an action and
attack, take one or more consequence, or fill in one stress
that you’d decide to ____. This goes then resolve it.
box and take consequences—if you can’t do one of these
wrong when ____ happens. ˏ On other people’s turns, defend
three things, you’re taken out.
or respond to their actions as
Consequences (p. 162) Refresh (p. 80) necessary.
At the start of a new session, you reset your ˏ At the end of everyone’s turn,
• Mild: –2 to attack value
fate points to your refresh rate. If you ended start again with a new exchange.
• Moderate: –4 to attack value the last session with more points, you keep
the extra. At the end of a scenario, you reset • Conflict is over when everyone on one
• Severe: –6 to attack value side has conceded or been taken out.
to your refresh rate no matter what.
• Extreme: –8 to attack and permanent character aspect
Earning Fate Points (p. 81)
Recovery (p. 164) Spending Fate Points (p. 80) Earn fate points when you:
• Mild: overcome Fair (+2), one whole scene Spend fate points to:
• Accept a compel
• Moderate: overcome Great (+4), one whole session • Invoke an aspect
• Have your aspects invoked against
• Severe: overcome Fantastic (+6), one whole scenario • Power a stunt you
• Refuse a compel • Concede a conflict
• Declare a story detail
VETERANS’ GUIDE
This is a new version of Fate, which we developed to update and streamline the
system. Here’s a guide to the major changes to the system from previous versions like
Spirit of the Century and The Dresden Files Roleplaying Game.